mirror of
https://github.com/libretro/scummvm.git
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247 lines
8.8 KiB
C++
247 lines
8.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "math/utils.h"
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#include "twp/lighting.h"
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#include "twp/room.h"
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#include "twp/twp.h"
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#include "twp/walkboxnode.h"
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namespace Twp {
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static const char *fshader = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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varying vec2 v_texCoords;
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varying vec4 v_color;
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uniform sampler2D u_texture;
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uniform vec2 u_contentSize;
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uniform vec3 u_ambientColor;
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uniform vec2 u_spritePosInSheet;
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uniform vec2 u_spriteSizeRelToSheet;
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uniform vec2 u_spriteOffset;
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uniform int u_numberLights;
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uniform vec3 u_lightPos[50];
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uniform vec3 u_lightColor[50];
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uniform float u_brightness[50];
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uniform float u_cutoffRadius[50];
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uniform float u_halfRadius[50];
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uniform float u_coneCosineHalfConeAngle[50];
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uniform float u_coneFalloff[50];
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uniform vec2 u_coneDirection[50];
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void main(void) {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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vec2 spriteTexCoord = (v_texCoords - u_spritePosInSheet) / u_spriteSizeRelToSheet; // [0..1]
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vec2 pixelPos = spriteTexCoord * u_contentSize + u_spriteOffset; // [0..origSize]
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vec2 curPixelPosInLocalSpace = vec2(pixelPos.x, -pixelPos.y);
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vec3 diffuse = vec3(0, 0, 0);
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for (int i = 0; i < u_numberLights; i++) {
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vec2 lightVec = curPixelPosInLocalSpace.xy - u_lightPos[i].xy;
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float coneValue = dot(normalize(-lightVec), u_coneDirection[i]);
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if (coneValue >= u_coneCosineHalfConeAngle[i]) {
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float intercept = u_cutoffRadius[i] * u_halfRadius[i];
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float dx_1 = 0.5 / intercept;
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float dx_2 = 0.5 / (u_cutoffRadius[i] - intercept);
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float offset = 0.5 + intercept * dx_2;
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float lightDist = length(lightVec);
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float falloffTermNear = clamp((1.0 - lightDist * dx_1), 0.0, 1.0);
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float falloffTermFar = clamp((offset - lightDist * dx_2), 0.0, 1.0);
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float falloffSelect = step(intercept, lightDist);
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float falloffTerm = (1.0 - falloffSelect) * falloffTermNear + falloffSelect * falloffTermFar;
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float spotLight = u_brightness[i] * falloffTerm;
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vec3 ltdiffuse = vec3(u_brightness[i] * falloffTerm) * u_lightColor[i];
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float coneRange = 1.0 - u_coneCosineHalfConeAngle[i];
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float halfConeRange = coneRange * u_coneFalloff[i];
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float conePos = 1.0 - coneValue;
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float coneFalloff = 1.0;
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if (conePos > halfConeRange) {
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coneFalloff = 1.0 - ((conePos - halfConeRange) / (coneRange - halfConeRange));
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}
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diffuse += ltdiffuse * coneFalloff;
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;
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}
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}
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vec4 finalCol = texColor * v_color;
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vec3 finalLight = (diffuse + u_ambientColor);
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finalLight = min(finalLight, vec3(1, 1, 1));
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gl_FragColor = vec4(finalCol.rgb * finalLight, finalCol.a);
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})";
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static const char *debug_fshader = R"(
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varying vec2 v_texCoords;
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varying vec4 v_color;
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uniform sampler2D u_texture;
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uniform vec2 u_contentSize;
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uniform vec3 u_ambientColor;
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uniform vec2 u_spritePosInSheet;
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uniform vec2 u_spriteSizeRelToSheet;
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uniform vec2 u_spriteOffset;
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uniform int u_numberLights;
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uniform vec3 u_lightPos[50];
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uniform vec3 u_lightColor[50];
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uniform float u_brightness[50];
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uniform float u_cutoffRadius[50];
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uniform float u_halfRadius[50];
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uniform float u_coneCosineHalfConeAngle[50];
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uniform float u_coneFalloff[50];
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uniform vec2 u_coneDirection[50];
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void main(void) {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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vec2 spriteTexCoord = (v_texCoords - u_spritePosInSheet) / u_spriteSizeRelToSheet; // [0..1]
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vec2 pixelPos = spriteTexCoord * u_contentSize + u_spriteOffset; // [0..origSize]
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vec2 curPixelPosInLocalSpace = vec2(pixelPos.x, -pixelPos.y);
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vec3 diffuse = vec3(0, 0, 0);
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for (int i = 0; i < u_numberLights; i++) {
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vec2 lightVec = curPixelPosInLocalSpace.xy - u_lightPos[i].xy;
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float coneValue = dot(normalize(-lightVec), u_coneDirection[i]);
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if (coneValue >= u_coneCosineHalfConeAngle[i]) {
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float intercept = u_cutoffRadius[i] * u_halfRadius[i];
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float dx_1 = 0.5 / intercept;
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float dx_2 = 0.5 / (u_cutoffRadius[i] - intercept);
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float offset = 0.5 + intercept * dx_2;
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float lightDist = length(lightVec);
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float falloffTermNear = clamp((1.0 - lightDist * dx_1), 0.0, 1.0);
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float falloffTermFar = clamp((offset - lightDist * dx_2), 0.0, 1.0);
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float falloffSelect = step(intercept, lightDist);
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float falloffTerm = (1.0 - falloffSelect) * falloffTermNear + falloffSelect * falloffTermFar;
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float spotLight = u_brightness[i] * falloffTerm;
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vec3 ltdiffuse = vec3(u_brightness[i] * falloffTerm) * u_lightColor[i];
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float coneRange = 1.0 - u_coneCosineHalfConeAngle[i];
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float halfConeRange = coneRange * u_coneFalloff[i];
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float conePos = 1.0 - coneValue;
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float coneFalloff = 1.0;
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if (conePos > halfConeRange) {
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coneFalloff = 1.0 - ((conePos - halfConeRange) / (coneRange - halfConeRange));
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}
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diffuse += ltdiffuse * coneFalloff;
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;
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}
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}
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vec3 finalLight = (diffuse);
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vec4 finalCol = texColor * v_color;
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finalCol.rgb = finalCol.rgb * u_ambientColor;
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gl_FragColor = vec4(finalCol.rgb + diffuse, finalCol.a);
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})";
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static const char *vshader = R"(
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uniform mat4 u_transform;
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attribute vec2 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoords;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main() {
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gl_Position = u_transform * vec4(a_position, 0.0, 1.0);
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v_color = a_color;
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v_texCoords = a_texCoords;
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})";
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Lighting::Lighting() {
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init("lighting", vshader, fshader);
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}
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Lighting::~Lighting() = default;
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void Lighting::setSpriteOffset(const Math::Vector2d &offset) {
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_spriteOffset = offset;
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}
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void Lighting::setSpriteSheetFrame(const SpriteSheetFrame &frame, const Texture &texture, bool flipX) {
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_contentSize = flipX ? Math::Vector2d(frame.sourceSize.getX(), frame.sourceSize.getY()) : frame.sourceSize;
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_spritePosInSheet = {(float)(frame.frame.left) / texture.width, (float)(frame.frame.top) / texture.height};
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_spriteSizeRelToSheet = flipX ? Math::Vector2d((float)(-frame.sourceSize.getX()) / texture.width, (float)(frame.sourceSize.getY()) / texture.height) : Math::Vector2d((float)(frame.sourceSize.getX()) / texture.width, (float)(frame.sourceSize.getY()) / texture.height);
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}
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void Lighting::update(const Lights &lights) {
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if (_currentDebug != _debug) {
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init("lighting", vshader, _debug ? debug_fshader : fshader);
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_currentDebug = _debug;
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g_twp->_lightingNode->setVisible(_debug);
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}
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_ambientLight = lights._ambientLight;
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u_numberLights = 0;
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for (int i = 0; i < MIN(MAX_LIGHTS, lights._numLights); ++i) {
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const Light &light = lights._lights[i];
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if (!light.on)
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continue;
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const float direction = light.coneDirection - 90.f;
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u_lightPos[u_numberLights * 3 + 0] = light.pos.getX();
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u_lightPos[u_numberLights * 3 + 1] = light.pos.getY();
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u_lightPos[u_numberLights * 3 + 2] = 1.f;
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u_coneDirection[u_numberLights * 2 + 0] = cos(Math::deg2rad(direction));
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u_coneDirection[u_numberLights * 2 + 1] = sin(Math::deg2rad(direction));
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u_coneCosineHalfConeAngle[u_numberLights] = cos(Math::deg2rad(light.coneAngle / 2.f));
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u_coneFalloff[u_numberLights] = light.coneFalloff;
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u_lightColor[u_numberLights * 3 + 0] = light.color.rgba.r;
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u_lightColor[u_numberLights * 3 + 1] = light.color.rgba.g;
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u_lightColor[u_numberLights * 3 + 2] = light.color.rgba.b;
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u_brightness[u_numberLights] = light.brightness;
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u_cutoffRadius[u_numberLights] = MAX(1.0f, light.cutOffRadius);
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u_halfRadius[u_numberLights] = MAX(0.01f, MIN(0.99f, light.halfRadius));
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u_numberLights++;
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}
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}
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void Lighting::applyUniforms() {
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setUniform3("u_ambientColor", _ambientLight);
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setUniform("u_numberLights", u_numberLights);
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if (u_numberLights > 0) {
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setUniform3("u_lightPos", u_lightPos, MAX_LIGHTS);
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setUniform2("u_coneDirection", u_coneDirection, MAX_LIGHTS);
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setUniform("u_coneCosineHalfConeAngle", u_coneCosineHalfConeAngle, MAX_LIGHTS);
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setUniform("u_coneFalloff", u_coneFalloff, MAX_LIGHTS);
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setUniform3("u_lightColor", u_lightColor, MAX_LIGHTS);
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setUniform("u_brightness", u_brightness, MAX_LIGHTS);
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setUniform("u_cutoffRadius", u_cutoffRadius, MAX_LIGHTS);
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setUniform("u_halfRadius", u_halfRadius, MAX_LIGHTS);
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}
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setUniform("u_contentSize", _contentSize);
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setUniform("u_spriteOffset", _spriteOffset);
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setUniform("u_spritePosInSheet", _spritePosInSheet);
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setUniform("u_spriteSizeRelToSheet", _spriteSizeRelToSheet);
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}
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} // namespace Twp
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